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April 25, 2015
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20 Years of Mana: Secret of Mana's Enduring Influence 21
by Christian Nutt, Douglas Wilson [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

Envisioning Our Interactive Audio Future 6
by Damian Kastbauer [07.03.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
Audio, Game Developer Magazine, Columns, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Audio, Exclusive, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Audio, Design, Programming, Production, Art, Console/PC, Video, Vault

Don't Miss: The stories behind the sound design of Journey 14
by Steve Johnson [04.21.15]
How did one person create the expressive audio canvas of Thatgamecompany's acclaimed indie game? Sound designer Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Audio, Console/PC

Understanding attribution of royalty-free game and blog content  
by Zachary Strebeck [04.24.15]
Game lawyer Zachary Strebeck takes a look at the attribution requirements for some stock content sites and offers some insight into finding out what your responsibilities are when using royalty-free content.
Audio, Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Ludum Dare 32 - SideArmed Post-Mortem  
by Jeff Hangartner [04.23.15]
There's something demented about voluntarily participating in what's basically "crunch mode" for no reason other than to make something cool but I'm glad I did it. Here's my post-mortem on how things went and my general design process.
Audio, Design, Programming, Art, Indie

Chicken, Egg, and the Perpetual Suck Machine: Why Mobile Game Audio Matters 1
by Guy Whitmore [04.13.15]
This blog sets out to dispel industry-wide stereotypes about mobile game audio and outlines compelling reasons why audio has a serious bearing on a games' overall perception, and can elevate or pull down that perception.
Audio, Production, Smartphone/Tablet

Make Some Noise! Getting a Job Creating Sound and Music for Videogames. 2
by Will Morton [04.08.15]
In this long and detailed post I will lift the curtain on what employers look for in video game audio staff, distilling 15 years of experience on both sides of the employment fence to give aspiring video game sound designers and composers a head start.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

A living guide to the GDC Vault 8
by Francisco Souki [04.08.15]
Here's a log of the ~100 GDC talks I've watched with fellow game developers, with ratings and tags so you can find the best ones and the free ones.
Audio, Business/Marketing, Design, Programming, Production, Art

2K — Novato, California, United States
Recruiting Coordinator – Temp

GlassLab, Inc. — Redwood City, California, United States
Backend Engineer
Backend Engineer

GlassLab, Inc. — Redwood City, California, United States
Front End Engineer
Front End Engineer

Muti Labs — Santa Monica, California, United States
Senior Game Engineer (Mobile / Unity)

GlassLab, Inc. — Redwood City, California, United States
Systems Engineer
Systems Engineer

GlassLab, Inc. — Redwood City, California, United States
Data Engineer
Data Engineer

2K Las Vegas — Las Vegas, Nevada, United States
Lead QA Tester
Leads a team in executing test plans on pre-release versions of software to detect and record product defects.

Bluepoint Games, Inc. — Austin, Texas, United States
Senior Generalist Engineer
Bluepoint Games is looking for a SENIOR GENERALIST ENGINEER to join us in doing whatever it takes to make the best games possible.

GG|Interactive — Vancouver, Washington, United States
Game Programmer
Game Programmer

Disruptor Beam, Inc. — Framingham, Massachusetts, United States
Lead 3D Artist
Lead 3D Artist - Star Trek, Game of Thrones, fantasy/horror/sf licensed IP